/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/base/base_transition_manager.h" #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/base_engine.h" #include "engines/wintermute/base/gfx/base_renderer.h" namespace Wintermute { ////////////////////////////////////////////////////////////////////////// BaseTransitionMgr::BaseTransitionMgr(BaseGame *inGame) : BaseClass(inGame) { _state = TRANS_MGR_READY; _type = TRANSITION_NONE; _origInteractive = false; _preserveInteractive = false; _lastTime = 0; _started = false; } ////////////////////////////////////////////////////////////////////////// BaseTransitionMgr::~BaseTransitionMgr() { } ////////////////////////////////////////////////////////////////////////// bool BaseTransitionMgr::isReady() const { return (_state == TRANS_MGR_READY); } ////////////////////////////////////////////////////////////////////////// bool BaseTransitionMgr::start(TTransitionType type, bool nonInteractive) { if (_state != TRANS_MGR_READY) { return STATUS_OK; } if (type == TRANSITION_NONE || type >= NUM_TRANSITION_TYPES) { _state = TRANS_MGR_READY; return STATUS_OK; } if (nonInteractive) { _preserveInteractive = true; _origInteractive = _gameRef->_interactive; _gameRef->_interactive = false; } /*else _preserveInteractive */; _type = type; _state = TRANS_MGR_RUNNING; _started = false; return STATUS_OK; } #define FADE_DURATION 200 ////////////////////////////////////////////////////////////////////////// bool BaseTransitionMgr::update() { if (isReady()) { return STATUS_OK; } if (!_started) { _started = true; _lastTime = g_system->getMillis(); } switch (_type) { case TRANSITION_NONE: _state = TRANS_MGR_READY; break; case TRANSITION_FADE_OUT: { uint32 time = g_system->getMillis() - _lastTime; int alpha = (int)(255 - (float)time / (float)FADE_DURATION * 255); alpha = MIN(255, MAX(alpha, 0)); BaseEngine::getRenderer()->fade((uint16)alpha); if (time > FADE_DURATION) { _state = TRANS_MGR_READY; } } break; case TRANSITION_FADE_IN: { uint32 time = g_system->getMillis() - _lastTime; int alpha = (int)((float)time / (float)FADE_DURATION * 255); alpha = MIN(255, MAX(alpha, 0)); BaseEngine::getRenderer()->fade((uint16)alpha); if (time > FADE_DURATION) { _state = TRANS_MGR_READY; } } break; default: error("BaseTransitionMgr::Update - unhandled enum NUM_TRANSITION_TYPES"); } if (isReady()) { if (_preserveInteractive) { _gameRef->_interactive = _origInteractive; } } return STATUS_OK; } } // End of namespace Wintermute